Pick up at the same time you grab Glower (10) and Sticky Tongue (31). It also boosts your magic attack and attack by an amount dependent on the moon phase. When it comes to the Blue Mage limited job added as part of patch 4.5, A Requiem for Heroes, unlocking new moves works a little differently. It can create the trait Magic Burst Bonus. Bludgeon can hit thrice, so the mob can get triple the TP of a regular spell if all hits of the spell connects. Gives Magic Burst Bonus trait on it's own, requires 8 set points. It does good damage, could even replace vertical cleave. - GefyrstHybrid Water-Ice (Elementals), lvl 99 - Scouring Spate - Magical (Water?) lvl 89 - Delta Thrust - Physical - 28 MP - Peiste - Three-fold physical attack with additional effect: disease. It'll increase your DEF for cannonball, so set it if you're doing that, but besides that you won't get use out of it. Magic accuracy won't increase their chance to hit. it's not foolproof, like the dark magic Stun spell. But other than that, not that useful. Delivers a jumping attack with a potency of 80 to target and all enemies nearby it. Maybe use it as a buffer under shadows while blink tanking. Replace hysteric barrage with this. Here are all the Blue Mage spells by monster level and how to get them: Delivers water damage with a potency of 120. If you trigger the weakness with your blue magic spell, you won't want to cast that spell again on the NM, because triggering the same weakness multiple times can nullify the bonus you gain from triggering it once. They should have made it a light sleep to replace yawn (which isn't as useful because of the gaze attack thing). lvl 69 - Tail Slap - Physical - Frontal AoE damage (Blunt) with Additional Effect: Stun - This is similar to Frypan, but is only frontal effect. lvl 30 - Wild Carrot Magical Restores HP to one party member (Light) This is a VERY useful spell, and I wish I had it early on in my BLU career (it wasnt learnable when I started leveling BLU right after the Expansion came out). I guess it's because since colibri are like parrots, they can and will copy the incantations of other spell casters, and blue magic is so complex that they can't copy it. Since youll be subbing Thief, you dont get a damage bonus from using Trick Attack. If it can be cast fast enough, it COULD be a potential BLU tanking tool for reducing damage taken. Requiescat to CA quad. Can also get from Killer Bee type mobs in a couple of dungeons such as Sunken Temple of Qarn (Normal) and Neverreap (Divine Vespa). If you're self-skillchaining, you can get a nice damage boost with self-light or self-darkness. Deals unaspected damage with a potency of 120. Paralysis is useful, and it's a better spell than frost breath now, but it's expensive to set, with 6 set points. But it may still be useful if only for the poison effect. Setting 2 of these spells grants Double Attack: Acrid Stream, Heavy Strike, Empty Thrash, and Demoralizing Roar. First boss has it. It's a strong, though costly SELF only heal. Not sure how potent the magic defense down effect is, but it can help a group cast stronger nukes on a mob. Auric. Increases the TP bonus from physical blue magic spells while under the efect of Efflux. This is what we've been waiting for! If you use regeneration and have this trait, you'll be able to heal a bit more HP with it. You can also get it from the B-rank hunt target Gyorai Quickstrike in this same zone. However, you'll want to equip this as soon as you can, because it can be used for auto-refresh. lvl 99 - Blistering Roar - Magical - 43 MP - Gabbrath (Beasts) - AoE Terror - Only usable during unbridled learning/wisdom. It's very unreliable, being it's a hit-or-miss spell. lvl 61 - Seedspray - Physical - Three-fold damage (Slashing) with Additional Effect: Defense down - Another new spell, it's notably weaker than Frenetic Rip, but stronger than Bludgeon. lvl 48 - Refueling - Magical - Self-Haste (Wind) - This spell gives you about 10% haste, with a fast cast time, and fairly fast recast. Chance of successful attack is low. No one is going to equip sand spin for the damage. Network N Media earns commission from qualifying purchases via Amazon Associates and other programs. It's only one spell point though, so you could set it with Cursed Sphere for a cheap Magic Attack Bonus trait. Combines with demoralizing roar to make Double Attack. Since Cannonball has a DEF modifier, this will boost your damage by a noticeable amount. Why is this a physical spell instead of water? This is important when fighting them, always bring a buddy, pet, or a adventuring NPC when you fight them. However, a common job combination for BLUs in Voidwatch is BLU/PLD, because you can cover your BLU spell procs, and cover the chance that the one PLD JA trigger without actually bringing a full Paladin. You can also get it from the Shikigami of the Undertow in Act Two of Red Fraught and Blue, the #29 fight in the Masked Carnivale. You can also unsync this fight, but you may want to do the Extreme version if possible as the drop rate for the spell appears to be better on the Extreme version. It's modified by 20% STR and 50% VIT. Another silence spell, but with light water damage. lvl 93 - Dark Orb - Magical - 153 MP - Gargouille (Demon) - Deals darkness damage (Darkness) - A magical spell that'll probably not see a lot of use. Masked Carnivale, World Mob L takes only the level of Open World, FATE and Elite Mark mobs into consideration while Duty L takes only. It is overridden by stoneskin, and is affected by your level and blue magic skill. Powerleveling. You will need to learn this spell to gain access to the level 55 Class Quest Bolt from the Blue. Enemies within an 8-yalm radius will be unaffected. skillchain properties, so pop it off with CA/efflux, at the end of a light skillchain, and you'll continue the skillchain (like a relic/mythic weaponskill). Deals wind damage with a potency of 180 to all enemies at a designated location. It has a faster cast than voracious trunk. Has no effect on enemies whose level is higher than your own. lvl 63 - Frypan - Physical - AoE damage with Additional Effect: Stun (Blunt) - A decent spell, it has a slightly longer cast time than head butt, however, it is still useful if you need a back up stun, or need to stun things in front of you. Gifts are bonuses you gain for have enough job points spent. It's free haste. Note that this spell, amazing though it is. The new Adoulin spells all add job traits on their own, without needing other spells to complete combos, which makes them often useful. A Blue Mage might need to completely re-gear himself with INT in order to get any reasonable amount of damage from Bomb Toss. If you are partied with other Blues trying to learn spells, Some instanced fights have more than one spell you can learn. This makes Black Mages useless against these mobs, unless they want to back up heal. They all have a variety of effects. Regular blink gives you 2 shadows, this spell gives you 4 shadows. This makes this a priority. Note that many spells have more than one possible option for learning, and my favorite method might not be yours! Damage is one-third of your current HP. FFXIclopedia is a FANDOM Games Community. lvl 73 - Temporal Shift - Magical - AoE Stun (Thunder) - A useful spell in times when you need to stun everything around you, it gives a nice HP/MP boost when set (+15 HP/MP), and can be used to make the Attack Bonus Trait. Zanshin can increase your accuracy by letting you attack again after missing an attack. Also of note, that this has the same skillchain properties as Savage Blade. Unbridled Knowledge - It's a long lasting stun (terror), stronger than Jettaura, and actually useful for delve I (Shark, T-Rex, and Bee) boss runs. There is a rumor that having more Blue Mages in your unsync party improves the odds of getting the rare spells to drop. 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This leads new players to believe that they need to hold TP to see a damage or accuracy bonus. Gravity from subduction is more likely to hit. Resting means you're not doing damage, but auto-refresh gives you MP while you're fighting. Let's take a look at where you can learn every Blue Mage spell. (But really, why would you?). For a good chunk of the spells in your book this is the best way since if you are level synced in instanced content and the spell you want is cast, you have a, Once you have some decent spells collected from the open world, grabbing the spell. But unlike sheep song, this is dark-based sleep (like the Sleep spell). It's more MP efficient than other physical damage spells for a long while (such as claw cyclone). If you're trying to reduce an enemy's defense with GEO and stack with with Dia effects and sweeping gouge, it might be worth it. But it does have a long range like cannonball. Maybe. Whirl of Rage and Final Sting can make the Zanshin trait. Deals fire damage with a potency of 220 to all enemies at a designated location. Unlike a black magic nuke, which can be cast when youre at 1 HP, a breath spell needs to be cast while you have 100% HP to get the most out of it, else you will do less damage. It's useful while soloing, or if you're not able to rest so much, but now that we've got battery charge, we've got a lot of MP coming back to us. When effect expires, the target will be KOd. You won't use the spells this uses, but if you MUST have magic defense, set it. Square-Enix noted that in the version update that came with the expansion Treasures of Aht Urhgan. It's not modified by blue magic skill, which is a shame, because BLU/RDMs may still find their own phalanx spell useful, depending on skill and gear and such. But you need a decent amount of Accuracy for the full spell (all three strikes) to hit. lvl 95 - Thunderbolt (Behemoth) - Magical - 138 MP - Behemoth (Beast) - Deals lightning damage to targets in the AoE: additional effect: Stun (lightning) - Unbridled Knowledge only - A magical spell from Behemoths, you would think it would deal massive damage, but it does less than Charged Whisker, and has INT modifiers. Deals fire damage with a potency of 130 to all enemies in a cone before you. Counters enemies with ice damage every time you suffer physical damage. The stats it gives when equipped are useful (+3 STR) but heat breath costs 1 less set point, so once you get that, you might want to set that instead of this. Terror is just like stun, it stops the target from acting temporarily. A beast type spell will have an advantage against a lizard enemy, but a beast spell will be weak against a plantoid mob. A good example is Bludgeon. BLU has a lot of spell triggers, one BLU can only cover half the triggers, you set one half of the elements for BLU try to proc. lvl 61 - Bad Breath - Magical - Earth damage in a fan-shaped AoE (based on HP) with Additional Effect: Multiple Enfeebles - A staple of Blue Magic, can Bad Breath live up to it's reputation in previous FF games? Increases blue magic spell damage while under the effects of Burst Affinity. Next: Final Fantasy 14: Complete Guide To Playing Blue Mage. With a versatile and plentiful spellbook, its a job thats less suited to party-based gameplay, and you can only play Blue Mage-exclusive content on your lonesome. Just like a DRK/THF doesnt use sneak attack with Guillotine, dont expect to use sneak attack with bludgeon and expect a HUGE damage increase, only the first hit of the spell will get the damage bonus. With it by letting you attack again after missing an attack should have made it a sleep! A regular spell if all hits of the spell connects? ) fights. 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